2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* editor_run.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#include "editor_run.h"
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2017-01-16 07:04:19 +00:00
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2020-11-07 22:33:38 +00:00
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#include "core/config/project_settings.h"
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2022-11-11 19:12:48 +00:00
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#include "editor/debugger/editor_debugger_node.h"
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2021-09-30 02:06:28 +00:00
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#include "editor/editor_node.h"
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2022-02-12 01:46:22 +00:00
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#include "editor/editor_settings.h"
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2022-08-13 19:52:03 +00:00
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#include "main/main.h"
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2020-03-03 13:36:29 +00:00
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#include "servers/display_server.h"
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2014-02-10 01:10:30 +00:00
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2023-03-28 18:24:29 +00:00
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/**
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* Separates command line arguments without splitting up quoted strings.
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*/
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Vector<String> EditorRun::_split_cmdline_args(const String &arg_string) {
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Vector<String> split_args;
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int arg_start = 0;
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bool is_quoted = false;
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char32_t quote_char = '-';
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char32_t arg_char;
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int arg_length;
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for (int i = 0; i < arg_string.length(); i++) {
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arg_char = arg_string[i];
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if (arg_char == '\"' || arg_char == '\'') {
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if (i == 0 || arg_string[i - 1] != '\\') {
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if (is_quoted) {
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if (arg_char == quote_char) {
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is_quoted = false;
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quote_char = '-';
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}
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} else {
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is_quoted = true;
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quote_char = arg_char;
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}
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}
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} else if (!is_quoted && arg_char == ' ') {
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arg_length = i - arg_start;
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if (arg_length > 0) {
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split_args.push_back(arg_string.substr(arg_start, arg_length));
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}
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arg_start = i + 1;
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}
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}
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arg_length = arg_string.length() - arg_start;
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if (arg_length > 0) {
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split_args.push_back(arg_string.substr(arg_start, arg_length));
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}
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return split_args;
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}
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2014-02-10 01:10:30 +00:00
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EditorRun::Status EditorRun::get_status() const {
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return status;
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}
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2019-07-29 18:09:22 +00:00
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2020-04-05 14:19:24 +00:00
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String EditorRun::get_running_scene() const {
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return running_scene;
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}
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
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Error EditorRun::run(const String &p_scene, const String &p_write_movie) {
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2014-02-10 01:10:30 +00:00
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List<String> args;
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2022-08-13 19:52:03 +00:00
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for (const String &a : Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT)) {
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args.push_back(a);
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}
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2017-07-19 20:00:46 +00:00
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String resource_path = ProjectSettings::get_singleton()->get_resource_path();
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2021-09-30 02:06:28 +00:00
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if (!resource_path.is_empty()) {
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2017-06-21 09:09:30 +00:00
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args.push_back("--path");
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2014-02-10 01:10:30 +00:00
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args.push_back(resource_path.replace(" ", "%20"));
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}
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2022-11-05 11:09:46 +00:00
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const String debug_uri = EditorDebuggerNode::get_singleton()->get_server_uri();
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if (debug_uri.size()) {
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args.push_back("--remote-debug");
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args.push_back(debug_uri);
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}
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2014-02-10 01:10:30 +00:00
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2022-07-21 19:41:02 +00:00
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args.push_back("--editor-pid");
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2017-08-21 02:42:54 +00:00
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args.push_back(itos(OS::get_singleton()->get_process_id()));
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2016-09-14 02:02:18 +00:00
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2022-09-29 21:56:26 +00:00
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bool debug_collisions = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_collisions", false);
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2022-06-15 21:24:06 +00:00
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bool debug_paths = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_paths", false);
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2020-03-08 17:58:31 +00:00
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bool debug_navigation = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_navigation", false);
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2023-01-10 06:14:16 +00:00
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bool debug_avoidance = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_avoidance", false);
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2023-07-07 17:35:54 +00:00
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bool debug_canvas_redraw = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_canvas_redraw", false);
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2015-09-20 16:03:46 +00:00
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if (debug_collisions) {
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2017-08-19 14:45:03 +00:00
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args.push_back("--debug-collisions");
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2015-09-20 16:03:46 +00:00
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}
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2022-06-15 21:24:06 +00:00
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if (debug_paths) {
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args.push_back("--debug-paths");
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}
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2015-09-20 16:03:46 +00:00
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if (debug_navigation) {
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2017-06-21 09:09:30 +00:00
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args.push_back("--debug-navigation");
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2015-09-20 16:03:46 +00:00
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}
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2015-08-31 02:36:46 +00:00
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2023-01-10 06:14:16 +00:00
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if (debug_avoidance) {
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args.push_back("--debug-avoidance");
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}
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2023-07-07 17:35:54 +00:00
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if (debug_canvas_redraw) {
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args.push_back("--debug-canvas-item-redraw");
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}
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Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-16 22:55:19 +00:00
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if (p_write_movie != "") {
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args.push_back("--write-movie");
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args.push_back(p_write_movie);
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args.push_back("--fixed-fps");
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args.push_back(itos(GLOBAL_GET("editor/movie_writer/fps")));
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if (bool(GLOBAL_GET("editor/movie_writer/disable_vsync"))) {
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args.push_back("--disable-vsync");
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}
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}
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2022-10-18 14:43:37 +00:00
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int screen = EDITOR_GET("run/window_placement/screen");
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2023-01-04 22:00:02 +00:00
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if (screen == -5) {
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2018-08-18 13:30:00 +00:00
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// Same as editor
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2020-03-03 13:36:29 +00:00
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screen = DisplayServer::get_singleton()->window_get_current_screen();
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2023-01-04 22:00:02 +00:00
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} else if (screen == -4) {
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2018-08-18 13:30:00 +00:00
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// Previous monitor (wrap to the other end if needed)
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screen = Math::wrapi(
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2020-03-03 13:36:29 +00:00
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DisplayServer::get_singleton()->window_get_current_screen() - 1,
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2018-08-18 13:30:00 +00:00
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0,
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2020-03-03 13:36:29 +00:00
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DisplayServer::get_singleton()->get_screen_count());
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2023-01-04 22:00:02 +00:00
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} else if (screen == -3) {
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2018-08-18 13:30:00 +00:00
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// Next monitor (wrap to the other end if needed)
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screen = Math::wrapi(
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2020-03-03 13:36:29 +00:00
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DisplayServer::get_singleton()->window_get_current_screen() + 1,
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2018-08-18 13:30:00 +00:00
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0,
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2020-03-03 13:36:29 +00:00
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DisplayServer::get_singleton()->get_screen_count());
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2015-08-31 02:36:46 +00:00
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}
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2023-01-04 22:00:02 +00:00
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Rect2 screen_rect = DisplayServer::get_singleton()->screen_get_usable_rect(screen);
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2015-08-31 02:36:46 +00:00
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2022-10-18 14:43:37 +00:00
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int window_placement = EDITOR_GET("run/window_placement/rect");
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2022-02-21 08:17:28 +00:00
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if (screen_rect != Rect2()) {
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Size2 window_size;
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2022-10-18 14:43:37 +00:00
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window_size.x = GLOBAL_GET("display/window/size/viewport_width");
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window_size.y = GLOBAL_GET("display/window/size/viewport_height");
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2022-02-21 08:17:28 +00:00
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Size2 desired_size;
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2022-10-18 14:43:37 +00:00
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desired_size.x = GLOBAL_GET("display/window/size/window_width_override");
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desired_size.y = GLOBAL_GET("display/window/size/window_height_override");
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2022-02-21 08:17:28 +00:00
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if (desired_size.x > 0 && desired_size.y > 0) {
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window_size = desired_size;
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}
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2022-04-05 10:40:26 +00:00
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2022-02-21 08:17:28 +00:00
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if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_HIDPI)) {
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2022-10-18 14:43:37 +00:00
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bool hidpi_proj = GLOBAL_GET("display/window/dpi/allow_hidpi");
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2022-02-21 08:17:28 +00:00
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int display_scale = 1;
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if (OS::get_singleton()->is_hidpi_allowed()) {
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if (hidpi_proj) {
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display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
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} else {
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display_scale = DisplayServer::get_singleton()->screen_get_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
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}
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2020-07-03 10:06:03 +00:00
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} else {
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2022-02-21 08:17:28 +00:00
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if (hidpi_proj) {
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display_scale = (1.f / DisplayServer::get_singleton()->screen_get_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
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} else {
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display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
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}
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2020-07-03 10:06:03 +00:00
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}
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2022-02-21 08:17:28 +00:00
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screen_rect.position /= display_scale;
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screen_rect.size /= display_scale;
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2020-07-03 10:06:03 +00:00
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}
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2015-08-31 02:36:46 +00:00
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2022-02-21 08:17:28 +00:00
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switch (window_placement) {
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case 0: { // top left
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args.push_back("--position");
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args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
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} break;
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case 1: { // centered
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Vector2 pos = (screen_rect.position) + ((screen_rect.size - window_size) / 2).floor();
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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} break;
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case 2: { // custom pos
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2022-10-18 14:43:37 +00:00
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Vector2 pos = EDITOR_GET("run/window_placement/rect_custom_position");
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2022-02-21 08:17:28 +00:00
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pos += screen_rect.position;
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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} break;
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case 3: { // force maximized
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2023-01-04 22:00:02 +00:00
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Vector2 pos = screen_rect.position + screen_rect.size / 2;
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2022-02-21 08:17:28 +00:00
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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args.push_back("--maximized");
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} break;
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case 4: { // force fullscreen
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2023-01-04 22:00:02 +00:00
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Vector2 pos = screen_rect.position + screen_rect.size / 2;
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2022-02-21 08:17:28 +00:00
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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args.push_back("--fullscreen");
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} break;
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}
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} else {
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// Unable to get screen info, skip setting position.
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switch (window_placement) {
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case 3: { // force maximized
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args.push_back("--maximized");
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} break;
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case 4: { // force fullscreen
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args.push_back("--fullscreen");
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} break;
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}
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2015-08-31 02:36:46 +00:00
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}
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2021-09-30 02:06:28 +00:00
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List<String> breakpoints;
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EditorNode::get_editor_data().get_editor_breakpoints(&breakpoints);
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if (!breakpoints.is_empty()) {
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2017-08-19 14:45:03 +00:00
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args.push_back("--breakpoints");
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2014-02-10 01:10:30 +00:00
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String bpoints;
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2021-09-30 02:06:28 +00:00
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for (const List<String>::Element *E = breakpoints.front(); E; E = E->next()) {
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2014-02-10 01:10:30 +00:00
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bpoints += E->get().replace(" ", "%20");
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2020-05-14 14:41:43 +00:00
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if (E->next()) {
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2014-02-10 01:10:30 +00:00
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bpoints += ",";
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2020-05-14 14:41:43 +00:00
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}
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
args.push_back(bpoints);
|
|
|
|
}
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2021-09-30 02:06:28 +00:00
|
|
|
if (EditorDebuggerNode::get_singleton()->is_skip_breakpoints()) {
|
2019-07-29 18:09:22 +00:00
|
|
|
args.push_back("--skip-breakpoints");
|
|
|
|
}
|
|
|
|
|
2021-12-09 09:42:46 +00:00
|
|
|
if (!p_scene.is_empty()) {
|
2017-02-27 14:20:47 +00:00
|
|
|
args.push_back(p_scene);
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2020-02-07 18:51:50 +00:00
|
|
|
String exec = OS::get_singleton()->get_executable_path();
|
|
|
|
|
2022-10-18 14:43:37 +00:00
|
|
|
const String raw_custom_args = GLOBAL_GET("editor/run/main_run_args");
|
2021-09-30 02:06:28 +00:00
|
|
|
if (!raw_custom_args.is_empty()) {
|
2020-02-07 18:51:50 +00:00
|
|
|
// Allow the user to specify a command to run, similar to Steam's launch options.
|
|
|
|
// In this case, Godot will no longer be run directly; it's up to the underlying command
|
|
|
|
// to run it. For instance, this can be used on Linux to force a running project
|
|
|
|
// to use Optimus using `prime-run` or similar.
|
|
|
|
// Example: `prime-run %command% --time-scale 0.5`
|
2021-09-30 02:06:28 +00:00
|
|
|
const int placeholder_pos = raw_custom_args.find("%command%");
|
2020-02-07 18:51:50 +00:00
|
|
|
|
|
|
|
Vector<String> custom_args;
|
|
|
|
|
|
|
|
if (placeholder_pos != -1) {
|
|
|
|
// Prepend executable-specific custom arguments.
|
|
|
|
// If nothing is placed before `%command%`, behave as if no placeholder was specified.
|
2023-03-28 18:24:29 +00:00
|
|
|
Vector<String> exec_args = _split_cmdline_args(raw_custom_args.substr(0, placeholder_pos));
|
2020-02-07 18:51:50 +00:00
|
|
|
if (exec_args.size() >= 1) {
|
|
|
|
exec = exec_args[0];
|
2021-07-03 22:17:03 +00:00
|
|
|
exec_args.remove_at(0);
|
2020-02-07 18:51:50 +00:00
|
|
|
|
|
|
|
// Append the Godot executable name before we append executable arguments
|
|
|
|
// (since the order is reversed when using `push_front()`).
|
|
|
|
args.push_front(OS::get_singleton()->get_executable_path());
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = exec_args.size() - 1; i >= 0; i--) {
|
|
|
|
// Iterate backwards as we're pushing items in the reverse order.
|
|
|
|
args.push_front(exec_args[i].replace(" ", "%20"));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Append Godot-specific custom arguments.
|
2023-03-28 18:24:29 +00:00
|
|
|
custom_args = _split_cmdline_args(raw_custom_args.substr(placeholder_pos + String("%command%").size()));
|
2020-02-07 18:51:50 +00:00
|
|
|
for (int i = 0; i < custom_args.size(); i++) {
|
|
|
|
args.push_back(custom_args[i].replace(" ", "%20"));
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Append Godot-specific custom arguments.
|
2023-03-28 18:24:29 +00:00
|
|
|
custom_args = _split_cmdline_args(raw_custom_args);
|
2020-02-07 18:51:50 +00:00
|
|
|
for (int i = 0; i < custom_args.size(); i++) {
|
|
|
|
args.push_back(custom_args[i].replace(" ", "%20"));
|
|
|
|
}
|
2016-12-21 14:32:52 +00:00
|
|
|
}
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2022-08-30 11:32:34 +00:00
|
|
|
// Pass the debugger stop shortcut to the running instance(s).
|
|
|
|
String shortcut;
|
2022-09-26 12:51:43 +00:00
|
|
|
VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop_running_project"), shortcut);
|
2022-08-30 11:32:34 +00:00
|
|
|
OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
|
|
|
|
|
2023-03-15 08:40:36 +00:00
|
|
|
if (OS::get_singleton()->is_stdout_verbose()) {
|
|
|
|
print_line(vformat("Running: %s", exec));
|
|
|
|
for (const String &E : args) {
|
2023-04-27 11:44:19 +00:00
|
|
|
print_line(vformat(" %s", E));
|
2023-03-15 08:40:36 +00:00
|
|
|
}
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
2020-03-08 17:58:31 +00:00
|
|
|
int instances = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_instances", 1);
|
|
|
|
for (int i = 0; i < instances; i++) {
|
2020-02-07 01:52:05 +00:00
|
|
|
OS::ProcessID pid = 0;
|
2021-11-01 09:12:52 +00:00
|
|
|
Error err = OS::get_singleton()->create_instance(args, &pid);
|
2020-02-07 01:52:05 +00:00
|
|
|
ERR_FAIL_COND_V(err, err);
|
2023-01-26 10:55:47 +00:00
|
|
|
if (pid != 0) {
|
|
|
|
pids.push_back(pid);
|
|
|
|
}
|
2020-02-07 01:52:05 +00:00
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
status = STATUS_PLAY;
|
2021-12-09 09:42:46 +00:00
|
|
|
if (!p_scene.is_empty()) {
|
2020-04-05 14:19:24 +00:00
|
|
|
running_scene = p_scene;
|
|
|
|
}
|
2014-02-10 01:10:30 +00:00
|
|
|
|
|
|
|
return OK;
|
|
|
|
}
|
|
|
|
|
2020-02-07 01:52:05 +00:00
|
|
|
bool EditorRun::has_child_process(OS::ProcessID p_pid) const {
|
2021-07-16 03:45:57 +00:00
|
|
|
for (const OS::ProcessID &E : pids) {
|
|
|
|
if (E == p_pid) {
|
2020-02-07 01:52:05 +00:00
|
|
|
return true;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2020-02-07 01:52:05 +00:00
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void EditorRun::stop_child_process(OS::ProcessID p_pid) {
|
|
|
|
if (has_child_process(p_pid)) {
|
|
|
|
OS::get_singleton()->kill(p_pid);
|
|
|
|
pids.erase(p_pid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-02-10 01:10:30 +00:00
|
|
|
void EditorRun::stop() {
|
2020-02-07 01:52:05 +00:00
|
|
|
if (status != STATUS_STOP && pids.size() > 0) {
|
2021-07-24 13:46:25 +00:00
|
|
|
for (const OS::ProcessID &E : pids) {
|
2021-07-16 03:45:57 +00:00
|
|
|
OS::get_singleton()->kill(E);
|
2020-02-07 01:52:05 +00:00
|
|
|
}
|
2021-07-29 16:08:15 +00:00
|
|
|
pids.clear();
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
status = STATUS_STOP;
|
2020-04-05 14:19:24 +00:00
|
|
|
running_scene = "";
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
EditorRun::EditorRun() {
|
|
|
|
status = STATUS_STOP;
|
2020-04-05 14:19:24 +00:00
|
|
|
running_scene = "";
|
2014-02-10 01:10:30 +00:00
|
|
|
}
|